﻿// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'

// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'

// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'

Shader "IVR/Alpha Blended" {
	Properties{
		_TintColor("Tint Color", Color) = (0.5,0.5,0.5,0.5)
		_MainTex("Particle Texture", 2D) = "white" {}
	_InvFade("Soft Particles Factor", Range(0.01,3.0)) = 1.0
		_FillAmount("360 degree fill", Range(0, 360)) = 360
	}

		Category{
		Tags{ "Queue" = "Transparent+10" "IgnoreProjector" = "True" "RenderType" = "Transparent" }
		Blend SrcAlpha OneMinusSrcAlpha
		AlphaTest Greater .01
		ColorMask RGB
		Cull Off Lighting Off ZWrite Off ZTest Off

		SubShader{
		Pass{

		CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_particles

#include "UnityCG.cginc"

		sampler2D _MainTex;
	fixed4 _TintColor;

	struct appdata_t {
		float4 vertex : POSITION;
		fixed4 color : COLOR;
		float2 texcoord : TEXCOORD0;
	};

	struct v2f {
		float4 vertex : SV_POSITION;
		fixed4 color : COLOR;
		float2 texcoord : TEXCOORD0;
#ifdef SOFTPARTICLES_ON
		float4 projPos : TEXCOORD1;
#endif
	};

	float4 _MainTex_ST;

	v2f vert(appdata_t v)
	{
		v2f o;
		o.vertex = UnityObjectToClipPos(v.vertex);
#ifdef SOFTPARTICLES_ON
		o.projPos = ComputeScreenPos(o.vertex);
		COMPUTE_EYEDEPTH(o.projPos.z);
#endif
		o.color = v.color;
		o.texcoord = TRANSFORM_TEX(v.texcoord,_MainTex);
		return o;
	}

	sampler2D_float _CameraDepthTexture;
	float _InvFade;
	float _FillAmount;

	fixed4 frag(v2f i) : SV_Target
	{
#ifdef SOFTPARTICLES_ON
		float sceneZ = LinearEyeDepth(SAMPLE_DEPTH_TEXTURE_PROJ(_CameraDepthTexture, UNITY_PROJ_COORD(i.projPos)));
	float partZ = i.projPos.z;
	float fade = saturate(_InvFade * (sceneZ - partZ));
	i.color.a *= fade;
#endif
	float2 pos = normalize(float2(i.texcoord.x - 0.5, i.texcoord.y - 0.5));
	float2 axis_x = float2(0, 1);
	float2 axis_y = float2(1, 0);
	float angle_x = dot(axis_x, pos);
	float angle_y = dot(axis_y, pos);
	float fill = (360 - _FillAmount) / 180;
	if (fill < 1)
	{
		if (acos(angle_x) < fill * 3.1415926 && angle_y > 0)
		{
			fixed4 col = fixed4(0, 0, 0, 0);
			return col;
		}
	}
	else
	{
		if (angle_y > 0 || acos(angle_x) > (2 - fill) * 3.1415926)
		{
			fixed4 col = fixed4(0, 0, 0, 0);
			return col;
		}
	}

	return 2.0f * i.color * _TintColor * tex2D(_MainTex, i.texcoord);
	}
		ENDCG
	}
	}
	}
}